Dart98Rock Posted February 17, 2013 Share Posted February 17, 2013 I recently started to make 3D models in blender for a weapons mod. I was wondering how many vertices an average mod or vanilla weapon has. My first sword, has around 300 vertices. Also does having more vertices make a weapons mesh better, or does it not matter. This is my first attempt at 3D modeling and Blender, any tips or constructive criticism would be greatly appreciated. Link to comment Share on other sites More sharing options...
hardarg Posted February 17, 2013 Share Posted February 17, 2013 (edited) Having more vertices gives your mesh more detail, but textures pretty much cover that department. I really can't say much about weapons, but I think yours looks cool. Though I think the handle's a little short for a firm grip. Edited February 17, 2013 by hardarg Link to comment Share on other sites More sharing options...
DarthJay Posted February 17, 2013 Share Posted February 17, 2013 Vertices aren't that important what you want to watch out for is the polygon count as for the average in vanilla weapons I don't know. To make a weapon mesh better you need to add detail and you can do that buy subdividing the mesh, which is basically smoothing the object. Or you can export your basic model to mudbox or what have you to add more detail and then convert it to a normal map. Link to comment Share on other sites More sharing options...
Dart98Rock Posted February 17, 2013 Author Share Posted February 17, 2013 Aight, thanks man. I have Photoshop, but I will try Mudbox, not real happy with Photoshop 3D painting. I will try the tips bout the mesh, and I will also make the handle longer it does look a bit short. Link to comment Share on other sites More sharing options...
StormWalker183 Posted February 17, 2013 Share Posted February 17, 2013 Also make sure to maintain all polygons as quads or triangles. It can get a bit messy when you subdivide if you don't do that from the start. The n-gons usually occur when you sharpen corners for subdivision, and, obviously, the more complicated your mesh is the more opportunities it has to slip in an n-gon unnoticed. As to the poly count, anything from 100 to 500 polys can be average, depending on your model's complexity. I've heard of some mods adding low poly models with as many as 1800 polys (can't remember where I saw that...). But that applies to the low poly mesh you load into the game. Most people seem to sculpt their high poly meshes at 2 million polys. Again, it all depends on your model's detail; a basic iron dagger, for example, would require fewer polys than the daedric version. Link to comment Share on other sites More sharing options...
Dart98Rock Posted February 17, 2013 Author Share Posted February 17, 2013 2 million polys in one mesh, that would take awhile but would look incredible. Main after looking at it has around 200, mainly in the handle to make it look as round as possible (started with a circle with 70 vertices). I will try subdividing the mesh, also I will add parts to the mesh (gems) that I was thinking about just painting on it. Thanks for the help. Link to comment Share on other sites More sharing options...
StormWalker183 Posted February 17, 2013 Share Posted February 17, 2013 The hilt doesn't need so many faces. When you subdivide the mesh the faces smooth out so that you can usually use hexagonal or even quadrilateral prisms (cylinders with 6 or 4 sides, respectively). Head to YouTube and search officerbeardontcare. He has an amazing set of tutorials for 3ds max and creating a sword for games from scratch.The 2 million poly model is for sculpting in mudbox or zbrush, not hard surface modeling in 3ds max. I think most computers would freeze if subdivided that many times in 3ds max xD. Link to comment Share on other sites More sharing options...
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